Over the last few days, Sodapop miniatures has come another small, closer step to releasing their models. They have released starter box breakdowns and videos of the models as well.

Star Nebula Corsairs
Cerci Speed Circuit
Noh Empire
Doctrine
Shattered Sword
Black Diamond

Each of the updates has a bit of the faction story line, the battlebox, and then the contents.

I purchased the Star Nebula Corsairs because they were the least Pin-uppy of the group, and I liked the idea of playing a group of pirates. It wasn’t a large pledge, but I was pleased to be getting the game. We played a couple games with the original beta rules, and they were an overall solid game. I haven’t had a chance to go over the new preview rules, but I will need to soon, and I’ll let you know how the game plays and feels!

I was very excited to see the models when the Kickstarter ended some 2 million years ago, and when they finally showed up, I was stunned. They were not models I would like to play. They were flat, two dimensional models, and it was especially obvious next to the giant Noh Dragon.

So, while I was still excited, it muted itself fairly quickly. I’ve made worse choices in kickstarters. Then, on January 31st, they posted the update above, and it got me really pumped again. Lets go through it!

The first thing they showed off was the Card Deck. It comes with some 15 reference cards and all the Esper cards you can ever need. I hope they are of good quality, and it cool of them to include them in the starter box. Might make it more expensive to start a second faction, but it’ll be great the first time.

RK card deck

They also preview the Mini-rulebook, a growing trend in the miniatures game world. Where once you were forced to buy the story and all the fluff behind a game, now you have access to small rules manuals that leave all of the story and world behind and deliver the rules in a portable, understandable way. I enjoy the concept, personally. I don’t always like the fluff of a game, and sometimes it actually is completely boring.

RK mini Rulebook

Then they pull out all the game-related you get in the box: Piles of tokens, objective markers and a pair of objective cards, along with the cards for all the models in the box to go along with the models themselves. I find the pre-colored bases insanely strange, but I’ll take it. I’ll just prime over the damned thing anyway. Finally, they also give you a dashboard, the place where all your maintenance happens. I really expect these will end up a lot like MT:G Playmats, with huge varieties spawning, and a booming secondary market. No one likes customization and color matching like minis gamers.

RK dashboard

Then came the moment of truth: The model Video. I watched it hoping that the models would not disappoint me. Each model brought more and more hope. The two Corsairs to start our were really cool, the broadsides cannon was freaking awesome, the Third corsair was much more dynamic than I remembered. And then, Harker. He, still, is such a disappointment. He’s just so… flat. I understand certain static poses: Seige and Irusk and others have has some really great static poses. But this model is just not what I want to have in my army.

So, I am back to being stoked. Its been forever since the kickstarter ended, and a thousand failed promises on a due date, but one day, I will have space pirate miniatures, and that makes me pretty happy.
I leave you now with previews of the Relic Knight of the Star Nebula Corsairs: Calico Kate!

Calico Kate 1

Calico Kate 2

All the things that PP released from Templecon this weekend have me immensely excited to be playing their games, all of them. Even Level 7: Invasion has me really stoked to pick up a copy and defend the world.

There have been spoilers coming in from a thousand different directions, and I’m going to try and consolidate as many of them here as I can. If I’ve missed something, let me know.

Vengeance:
The very first thing that came out, Wednesday, was the Warmachine: Tactics Backer update. In it we got two Images:
Vengance Novice Warcasters

The first, above, is the painted sculpts of all the novice Warcasters, coming in Vengeance, along with Sturgis in both his epic and original incarnations. Sturgis is a separate release, but you know, I’ll accept that.

The second, below, is the cover of the short story compilation of all the novice Warcasters. If you look close enough, though, you’ll notice that the Khadoran ‘jack is wandering about in a distinctly different weapon load out. This lead to Kiko commenting on it and Matt Wilson replying with:

Indicating he knew about it, which is fantastic. Later on, Sunday evening, rumours started to surface that the gun on the hidden are of that monstrosity was a beast: ROF 5 and Double strike. Crazy, I say, but most things I’ve seen that are crazy come to light from a grain of truth.

Vengance new Khador Jack

Thursday morning, the store opened, and there were a number of early releases available, as their always is at these events. Among them was Rollin’ Bones Goreshade – a con exclusive sculpt of a soon to be released alt sculpt. Plarzoid got some unboxing pictures, and he looks really cool. He is not my style, but I can definitely see where he could appeal to a lot of people. s. Its a fantastic sculpt, and I look forward to the standard one.

About 10am. Chain attack got the scoop on Stryker 3, and man is this guys good!

Stryker 3 Compiled

I spoke with Lyle, who’d been running his Theme list all weekend:

Lord General Coleman Stryker,+5+5
-Stormwall19
-Ol' Rowdy9
Storm Lances 10
Storm Lances 10
Major Laddermore5
Stormblade Captian2

As you can see, the Theme List does at least two things.
-Point Cost reduction on Storm Lances
-FA Increase on Storm Lances

Lyle also mentioned that there were two other benefits: Armywide Pathfinder on turn 1, and +2 speed for ‘Jacks on turn 1. None of that is wasted space. The speed combined with Escort will rocket the battlegroup across the table. Pathfinder will make sure the army gets in position regardless of deployment, and cost reduction is two free points in the army, enough to grab a Stormblade Captain, say. I do not look forward to the beatings I expect to receive the first few times I fight him.

The next peak was late Thursday night, when Will Schick had his Goresshade III photograhped and put into the Cryx forums. I am really looking forward to grabbing him and putting him on the table.
Goreshade 3
Goreshade 3a

The final drop on Thursday was Will, again, sending a simple tweet out.

Turns out everyones favorite executioner got a bump in focus. With the known spoilers so far giving him a debuff feat that also makes enemies explode into fiery bonfires, and the Wracks immunity to non-magical shooting, the extra focus is going to be a stellar addition. with that 14″ control area and the Huge 4.75″ base, he can really reach a large portion of the battlefield with any control area effects he has, including his feat!

and this was all before the keynote Presentation Friday morning!

The keynote was all sorts of insane, too. While I was disappointed at the keynote of L&L last year, nothing of the sort can be said of this years Templecon. Dear God, did they set the stage. If you haven’t seen it, you can watch all five parts here

Lets dive in one piece at a time!

First came the Warmachine Tactics preview, where they showed all sorts of Sexy model preview and level designs. While I appreciate the preview, I’m still stoked from Kickstarter. I didn’t need anything to raise my level of excitement. It was really cool to see the Protectorate ‘jacks, along with Sorcha and Strakov. I Hadn’t know that they were going to have Strakov, though, and that’s cool to know.

The next Portion moved into something near and dear to my heart: IKRPG! They seem to have done the same thing with the IK as they did with Warmachine and Hordes. Its two separate, compatible games. IKRPG: Unleashed gives us a whole pile of new player character races: Tharn, Gatormen, Bog Trogs, and Pygs. You can also take Human, Trollkin and Nyss, though they are available in the IKRPG:FMF. They have Bonegrinder, Monster Hunter, Tharn Ravager and Bokur as classes for the taking. They also specifically call out each race as having vastly different Warlocks, which will create some really cool characters. Oh, and over a hundred pages of monsters! A hundred! That is just overwhelming. I can’t wait to get back to playing the IKRPG! Screenshots:

Unleashed 1

Unleashed 2

Unleashed 3

Now, now we get to the meat of the matter, the huge pulsating heart of the keynote.
Hordes: Exigence
Now, here is where we get all sorts of screenshots and Details. I’ll just link the pictures to a gallery. If you want to see what something looks like, click the link!

Hordes Exigence:
Female Gator (Juga Juga) and Farrow Casters (Helga the Conqueror)
The female gator has an undead snake, and behind her is an undead Tatzelwurm
Xerxes 2, mounted on a Rhino, on what looks to be a Huge Base. He’s also mentioned as having the most badass wheelchair, so its plausible his legs are broken.
Legion gets Epic Absylonia, who is said to have Conferred Rage, stolen from Butcher 2
Gator and Farrow Battle Engines: The gator one is a mobile sacrificial alter, and the Farrow one is a meatgriner/flamethrower.
New Character Warbeasts, including a Heavy Nephalim for Saryn/Rheays That has two different affinities
Satyr Warbeast that looks blind. Has a spear/staff for circle. Mentioned at the same time as more character warbeasts, but who knows.
Lesser warlocks for each faction with no set battlegroup but affinities for certain beasts
Troll: Pyre/slag
Circle -Falconer w/ Griffons
-Legion Lesser warlock mentioned, but no picture.
Three of the four (five?) factions will get Warbast “packs” of four smaller warbeasts. Is a combination of both unit (separate damage tracks like a Medium based unit, no spiral) and a warbeast (all the fury rules apply)
The Skorne look like little monster diggers
The Legion ones look like giant wasps
Rules:



There was also a brief moment that a trollkin unit with pistols showed up

Then, there is a short stint about a Risk-like game for Level 7: Invasion. I’ve very much enjoyed [escape] so I’m pretty sure I’ll pick this one up.

And, they saved the best for last, IMO. The new Mercs that are coming out at Lock and Load 2014: Cephalyx! Its been 6 years in the making, but it looks glorious!

Cephalyx will be a merc contract like Talion
– They will have living monstrosities, That are Living giant “not warjacks” with low arm but 36 boxes. – No cortex, do not count as warjacks, and are super cheap: No more than 7 points.

Cephalyx have Merc Attachments for any small or medium based merc unit, with Boomhowler, Alexia and Forge Guard called out. The UA will make them better, but if he dies, the unit starts to run.
A solo, a unit and a caster were spoiled:
Exulon Thexus


The solo is supposed to act like Choir, giving Cephalyx models +2 to hit and damage, a welcome addition to the monstrosities stats:
Cephalyx 1

The Unit is a Cephalyx and some special drudges that it can use as arc nodes, hopefully for some good effects. Thankfully, most of the Cephalyx have some sort of sacrificial pawn ability, enabling them to stay alive longer than would normally be the case. Except for Blast: that’ll kill ’em every time.

The final Spoilers I’ve managed to collect are on the Cygnar Reliants Gun. Supposedly, it shoots thunderstorms: AOE clouds that do lightning damage.

All in all, I am very pleased. Definitely picking up Cephalyx at L&L in June. Epic Xerxis looks awesome, as does the Skorne Beast pack. I am kinda upset I didn’t get to see the Skorne Lesser Warlock, but I can wait what with all the other Insane crap coming out!
Oh lord! I am going to have to get someone to paint my Sacrificial Alter for the Gator Exchange…

Till next time!

Malifaux 2e beta wave 2 has come to an end!

Well, Almost. There are two more stages that are coming, but neither of them are extremely earth shaking. Instead, they will finalize the game as it was, and will allow the developers to go forward with their new, shiny, awesome game.

The finalized rules are set to come out on Feb 10th, a little under a week away, and are going to represent the arsenal cards will for the models. I’m extremely glad that the large part of the beta test is over, as I can start preparing for what I want to have painted and able to be put on the board one day. The Avatar playtest is scheduled soon, and I’ll only have one or two dogs in that race, so we will see how involved I get.

I can only really talk about the Guild and what changes were made regarding their models, sadly, I just didn’t have the resources to keep up with all the factions and masters. I barely play my own faction as it his. I’ll just rundown a few of the changes I liked or disliked real quick

The-Guilds-Judgement

Captain Dashel, the old Drill Sargent totem from 1e, has had a full upgrade to henchman, and can now use soulstones! He’s really a Buffers buffer, and can aid almost any Guardsman shooting with Ready! Aim! and Fire!¬†¬†He is significantly difficult to kill with both Armor +1 and Hard to Wound, and has a significantly brutal attack with his baton, ranging from 3/3/4 up to an absurd 5/5/6. He can even apply slow if needed, smacking the opposing model in the head. His final ability is a reactivation for a single friendly minion that then is sacrificed. I’m not a fan of sacrificing my all to precious models, but I play Perdiata. Maybe its just my training. ¬†All in all, I am looking to putting him on the board with Either McCabe or McMourning!

Abuela Ortega:¬† went through a ton of changes throughout the playtest and was one of the models I was happiest to just let others hash out. She now has a varied suite of support and denial abilities, and a couple defensive measures. Her obey was changed, and she is now thematicly in a wheelchair with¬†Roll Backwards¬†and Roll Me Closer, Dear.¬†Overall, I think the changes are neutral, and will have her in most of my Ortega Lists. I’m sad that she’s not cheap enough to fit into every list, just for the fun it’ll be.

Guild Hound:¬†Ugh! these models have been beaten to death. I’m just glad that their 3 points and conditionally Significant. everything else is just bonus.

Guard Seargeant: Poor bastard. Demoted because Dashel was such a bad ass.The old Guild Guard Captain is now just a lowly Sergeant. I was initially displeased with Him, but I really like where his is now, with one caveat – his health. Frightening Authority, Lead the Patrol, and Accomplice¬†all net hims some good, passive synergy with Guild Guard. His axe has a pretty decent damage potential, sitting at 2/3/4 with the possibility of Crit Strike, which is the same as his Collier army, making him just as good at range and in CC. His final ability to shift Scheme markers around is neat, but does not fit his theme. It really does make me sad that this pudgy bastard doesn’t have more hp though. You can’t have everything, though, I guess.

Exorcist:¬†This guy got batted around a ton through out the playtest, as well, and ended up in a pretty decent spot overall.¬†Finish the Job¬†and¬†Hard to Wound¬†make up his utility suit, and he retained his ability to banish undead and Spirits, but found a way to turn others into undead to make this worthwhile. Overall, he’s got a thin niche, but I’m fine with how the rules on him turned out.

Pistolero De Latigo:¬†A model near and dear to my heart, as I really wanted him to be good this time around. I think they might have made. With Ruthless, and Look Out! they want to activate last, and thats compounded with their Press the Advantage trait. Their weapons do appropriate damage for a 5ss model, and they have about the right HP. Lastly, the added family to the models, because unlike 1e, you only get to activate 2 models in a row. While they are more expensive than before, they also don’t seem to be laughably bad.

Pale Rider: This model is one I never got to use in 1 or 1.5, so I don’t have a lot of cause for celebration or sadness at his rules. He seems to be a shooting model that gets better over time with a pile of HP and a huge speed boost and a really cool push action. I am really looking forward to putting him on the table to see how he actually pans out. Oh, and his model is pretty bad ass, so there is that.

Guild Riflemen:¬†I really couldn’t be involved in the continued, heated debate on this model from the start of the wave 2 beta, but it was really interesting to see the back and forth that went on this one particular model throughout the playtest. Almost everything on this model changed at least once during the test, and his final ruleset seems to have come out the better for it. Hold! is a unique ability allowing them to keep the Focus condition for longer than a turn, Firing Line enables multiple Rilfemen, or any guardsmen, to work together well, and the ranged damage and focus bonus, along with a touch farther range, really make them shine in the 5pt slot.

The Final two are the Guild Pathfinder and the Clockwork Traps. I never really got how these models were supposed to work but I look forward to trying them out. From the Shadows, Set the Trap and Scavenge Supplies all seem to work well for the pathfinder, and his gun seems to do a ton of work. The Clockwork Traps really seem to take on their own life, literally Clamping Shut on models moving by.

As it sits now, I have a three master collection centered around the Guild Masters of Perdita, McMourning, and McCabe, with plenty of cowboys and guild guard all around. I am anxious to get a non-Perdita crew on the table, and I thought I’d never say that. Its good to know that The test is near an end, and that sooner rather than later there will be a complete rule set out there. I waited patiently and was well rewarded with a game that seems balanced, fun, and challenging. A good move for Malifaux, and an excellent move for Wyrd.¬†

It took them only a little longer than they said, but in late December, my WWX models finally arrived. Thankfully, they are very nice models. Unfortunately, the rules leave a lot to be desired.

Geronimo, the model I backed the kickstarter for, is an enormous pile of plastic and resin larger than a Slayer. Sadly for me, their is a huge gap in his raised arm, and I can’t put him together yet.

The Great Elk, the second model I really, really loved, is an enormous model as well. Almost as tall as the Kraken, but not nearly as wide, long or cool, he takes up a goodly portion of his enormous base without enveloping it.

Sitting Bull, of which I have two, is a unique prospect. The game has True LOS rules, which are dumb, but the models here really exemplify why. Standard Sitting Bull is a pretty cool model. Alternate Sitting bull is also a cool model. But, due to the way TLOS is, the alternate is the only logical choice. He is 50% smaller and 3/4″ less wide. at only 1.5 inches tall, his alt for can hide behind many barriers that his original sculpt cannot.

Walks Lookings model is pretty cool, but the one hand keeps falling off because its stupid resin arm is glued by the smallest of small joins.

Sky Spirit is a fun model: Were-birds just aren’t as represented as they could be, and he’s taking full advantage with a giant spirit bow. Sadly, this model too has problems, and has a hole in his damned foot.

Energy Riders are next up, but, sadly I only have one. I ordered 3 energy riders, and got Energy rider #3. The other two will have to wait some time, I guess.

Stone Fist is the Cav leader, and he’s just not well designed. His horse goes together alright if they give you 2 front and 2 rear legs, instead of 3 rear and 1 front. His Torso, however, is busted as hell. The angle of the mold cut is terrible, and his arms don’t fit where they are supposed to. The best solution on the forums is to hot water-bend the model into place, which is a terrible solution. Yet another model I cannot finish.

Sadly, as I unpack, I realize that I ordered the wrong Mercenary model, and get stupid Jake Mattia instead of awesome Flowing River.
I mean, Jayne is cool and all, but who doesn’t want River Tam!

I’ve also got a pile of base inserts, but not enough to do the whole crew. I’ll just put them on important or good looking models.

The Hired Hands are the basic troopers, and they come in boxes of 10, with 5 melee and 5 Ranged, The models aren’t all good, but the ones that are, I really like. “Two Guns” and ” Fighting Backward” are both models I would rather do without. And while we’re at it, I’d like less static ranged options. oh well!

All in all, the models are a cool bunch. I’ll be glad to paint them up when the time comes, but there were so many problems with them overall, that its just, I don’t know its worth it. Maybe, like Malifaux, the 2e will be glorious!

Early this week Matt Wilson,CCO of Privateer, Tweeted that he was going to be going to the Main office in Seattle, and would try to send out some spoiler pics. He sent three over the course of two days (and may even send more today.) Typical of Wilson and Privateer, they are all half obscured, upside down, or some other form of difficult.

 

The first pic was this one:

Stryker

It originally comes upside down and backwards, but that’s OK. Its obviously Stryker 3, mounted Cyngar Warcaster. The connection point for this super awkward model is fortunately huge wall. You can see other bits on the table underneath, including the horses head, Strykers head, and either a cloak or cape. This could be a really cool model, and with my small Cygnar army, if the rules are right I could definitely see adding him. Oh the awesome!

The next Picture came the following day:

Cephalyx

This hulking monstrosity has a few details that have been noticed by a couple forum goers. The first was that the back models base is un-slotted. Currently, the PP line only has 50mm unslotted models. that means that this model is on a large base unless PP has some kind of in-house unslotted smaller bases. The other part is that the plastic (perhaps?) models have different heads and joins in the army. The current theory is that they are a Large-based Plastic Warbeast kit.

If the cephalyx are an army of their own, I’m going to be selling my Merc army for them. I really enjoy the style and feel of the models, and would be thrilled to field a whole army of them!

Goreshade

 

Shortly thereafter, Came this picture. Its at a strange angle, but I’m pretty sure, from the Deathwalker in the back, the long, black hair, and the Spike-rack smokestacks that that is an Alt. Goreshade.
Nothing has made me want to play Goreshade the Bastard. Until I saw this. If the second half of the model is 1/3 as good as what I can see here, I’m going to have to use him. He seems to capture the power of a stationary model, and the malice of a moving one.

Reznik

 

and then, Thursday, he posts this puppy. Resin horses, the body of Reznik, Wrath of Ages, his spear and other assorted bits. this model is going to be enormous and insane, and I know a friend who really enjoys dropping Reznik on the table, so I hope his rules are solid enough to get the job done.

 

I think Matt’s splurge of Pics is done for now, he is heading home before going to templecon next week, where I am sure we will see all sorts of goodies. I hope its more revealing than last years L&L Keynote. I’ll be in person at L&L again this year, so we will see how that goes!

 

Edit: Simply moments before posting this, Chain Attack‘s facebook page posted a full stryker three!!

Its been quite some time since I’ve painted a model for me to use, I do believe. I remember painting up Jerek of Jhord for the IKRPG game, but I can’t think of anything in my warmachine or hordes or Malifaux models that I’ve painted for me. Instead, I spent the last year Painting models for my Gator Exchange. I paint something for them, They paint something for me. It was cool, but It didn’t really motivate me to paint a ton. I do have some outstanding ones yet, but I’m working on it. One day I’ll have an Internationally painted army. While it was great, I wouldn’t really do it again, I have to work on my own stuff!

I’ve painted: a Gallant that went to Ireland

A Magister and Artificer that went to Iowa

A Totem Hunter that went to Utah

A Vassal to Georgia

Karchev and a hrullg to Massachusetts

Seige to texas

Blood of Martyrs to Maryland

and Anyssa Rusaal to Utah.

(not pictured) A Dougal McNaille to both Kamloomps BC and Tennessee, Rhadiem to Colorado, and a Helldiver to Iceland

I also participated in a generic Excange, and painted a model for someone else in payment:

Reclaimer, for a recent Exchange

Sylas, in payment for Siege above.

and finally, I started and finished my PG Gorman di “Sea” Wulfe:

 

So, with the first model I’ve painted for myself in just about a year, I’m ready to get rocking and rolling again. and I am¬†really, really jacked to get ¬†back into my Cryx and finish the models that I have left: Crabjack-Chassis, Scavenger, Asphyxious the Hellbringer and Vociferon, Revenenat Pirate Crew Riflemen x3, Erebus and Iron Lich Overseer. I also have some duplicates as well: Scavenger Helldiver, Deathrippers x2, Slayer, Warwitch Denegra and a Necrotech. We will see how all of that pans out in the year to come. I’m just really looking forward to painting some models for myself, and not for others!

 

 

Read Game 1 Here!

After I got done getting the snot pounded out of me in the first game of the day, I got ready to throw down again.

I brought the same list to the Khador players table. He dropped this on my head:


The Butcher of Khardov (*6pts)
* Conquest (19pts)
* Juggernaut (7pts)
Battle Mechaniks (Leader and 5 Grunts) (3pts)
Doom Reavers (Leader and 5 Grunts) (6pts)
Kayazy Assassins (Leader and 9 Grunts) (8pts)
* Kayazy Assassin Underboss (2pts)
Widowmakers (Leader and 3 Grunts) (4pts)
Manhunter (2pts)
Widowmaker Marksman (2pts)
Yuri the Axe (3pts)

This time, He takes first turn, and trundles up the board. His conquest was dead center supported by Kayazy and battle mechanics, with Doomreavers on my left and Widowmakers supported by Yuri and a Manhunter. I dropped the Banes front and center with the Kraken behind them, put the arcnodes wide to each flank with a Warwitch Siren to support them, and the Scarlock and Withershadow to the rear.
I ran everything into position across from him, trying to get good leverage on his units. I shot at the Kayazy with the Kraken, scattered onto only the Underboss, boosted damage, and he toughed it out.
I could tell it was going to be that type of game.
Turn 2 was more of the same. He toes Conquest into the zone, drops the Butcher behind him, and runs the Doomreavers nearly into my deployment zone. The Widowmakers run in to engage the arc node over on their flank, with Yuri and the Manhunter moving into position to threaten the Coven.
killbox is a nasty, nasty game.
This next turn I go all in. I Veil of Mists over the screening Kayazy, enabling a charge for the nearly full unit of bane knights into the Conquest. I activate the arc node, Ghost Walk it and run it over within 8″ of the Conquest to allow me to arc Curse of Shadows. I Activate the second Coven member, and toss curse out, easily hitting.
Charge in the banes!
I grab the first one and measure out the charge. The one closest to Conquest is only just in. The rest run and charge, but I only get four to actually get attacks on Conquest. I fan out and try to engage as much as possible of the Kayazy unit, but its a loosing prospect. I don’t hit a single Kayazy, and I do some significant damage to Conquest, but its not going to come off the table yet. I’m worried, but not that worried. I have a Kraken with Infernal Machine right behind the banes. With a full boat of focus, 5 attacks, I should be able to wreck the Conquest.I would even be able to sweep and catch some Kayazy!


Except, when I moved up, I was too short of being able to sweep. I managed to catch the Conquest in my 4″ reach, but that 2″ sweep would deny me two full attacks on Conquest, instead of just one. I was not going to kill Conquest this turn. . I kill a bunch of Kayazy, including the Underbooss on the sweep, and the three attacks from the Kraken into the Conquest left it with three boxes, but my 10 Bane Knights and a Kraken were just fed it to the center of the Butchers army. I move Tartarus out to my left, swinging at two Doomreavers to turn them into banes to pad my ranks.
except I am, again, 1/4″ short of one of them. Thats gonna bite me in the ass.
I move Gorman forward to drop an acid bomb on Yuri’s head. I only need a 7+ to kill.
And, 4 pips come up on two dice.
Sighs.
Anyway! I activate the last Coven member, pop my feat, and call it a day.
The turn passes over to Butcher, and I am about to GET it. He heals the Conquest a bit from his Mechanics, moves the Butcher up, Casts Full Throttle, and pops feat. He then moves conquest forward. With his cortex crippled he’s only got two attacks, but its enough. Between Fury and Butchers feat, I was going down. Again, my opponents rolls low, and I get away clean: Conquest only breaks the entire left side at 3d6+6. The Juggernaut, however, finishes the job, in addition taking out the arc node. I’d done some poor positioning. The Doomreavers move in again and threaten the Coven from the left, while Yuri Comes at me from the right.
I have one shot at this. After vengeance (which fails to kill Conquest) I toss Ghostwalk on the last remaining arc node, and send it loping off to find the butcher. I’ve got just enough to cause him a little bit of problems. I hope its enough to stop him in his tracks. I shoot a pair of Stygian Abyss‘s at him, and leave him with 12 HP. I move forward the Scarlock and try again. I hit Butcher, and do another 6 damage to him. He’s got 6 left, but its more than enough. My last Bane charges the Conquest and finally takes him down. Its a shallow victory, but I’ll take it.

The end of the game is here, though. Yuri charges into a pair of witches, threshing them both and doing massive damage. The Manhunter who’d been left alive also charges one of the witches who is miraculously alive, and cuts her down to size, leaving me with two. The Kayazy, who have pretty much just run amok through my army, charge the Egregore and kill the last of the Coven.

Killbox is a hellofathing.

At the end of the day, my opponent played a great game, keeping Butcher back and safe, driving Kayazy with Iron Flesh on them into my throat, and encircling me with Doomreavers and Manhunters. While I was rusty at judging distances and placement of models, I don’t think the list I brought would have cut it. I need, in hindsight, more models to cover the advance of the arcnodes and deliver the Kraken. I think, in my haste to play with my new Bane Knights, I didn’t really give enough consideration to the rest of the army.

I think I want to pull out the Banes and Tartarus, and replace with 2 full Mechanithrall units and 2 Necrosurgeons. With the feat and Occultation, I could really get them stuck in there.

What do you think?

On Saturday the 28th, I had a bunch of friends over to play Warmachine/Hordes. This is a semi-regular event that a couple friends and I have had for maybe 5 years now. We rotate between half of us going northward to play at one of those houses, and half of them venturing southward to play at one of the houses down here closer to the city. The group is fairly diverse, and we cover almost every faction among the 5 of us. We try to set up a few tables, get breakfast at a local spot, and then get to gaming. We brought in a 6th this time around, just to make sure we were all up to evens.

My Gator buddy pairs up against one of my Khador friends, The Rhulic and Protectorate player square off, and I sit down across the table from my friend playing Retribution. Its his first time out with his fully painted 50 point force, expanded from the battlebox, and its my fourth full game in three weeks. I normally like to stick with one caster, but after the pounding at Critical Hits I figured I’d Switch it up. I have this spreadsheet I keep about all my fights, and its got a ton of information on it. I figured it was time I took the casters on the bottom and tried to get more games in with them. Who was on the bottom of this list? Witch Coven.

Casters Played
Number of Games%
Epic Haley239.70%
Naaresh198.02%
Xerxis198.02%
Epic Asphyxious187.59%
Epic Skarre166.75%
Barnabus156.33%
Epic Goreshade156.33%
Asphyxious 3125.06%
Scaverous125.06%
Skarre114.64%
Epic Hexeris104.22%
Terminus104.22%
Epic Magnus83.38%
Rasheth72.95%
Mortenebra62.53%
Magnus62.53%
Venethrax52.11%
Hexeris41.69%
Mordikaar41.69%
Asphyxious31.27%
Haley31.27%
Maelok20.84%
Bart10.42%
Epic Deneghra10.42%
Zaal10.42%
Morghul10.42%
Epic Morghul10.42%
Fiona10.42%

So I spun up a Quick list:
The Witch Coven of Garlghast (*5pts)
* Nightwretch (4pts)
* Nightwretch (4pts)
* Kraken (19pts)
* Skarlock Thrall (2pts)
Bane Knights (Leader and 9 Grunts) (10pts)
The Withershadow Combine (5pts)
Bane Lord Tartarus (4pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Necrotech & 1 Scrap Thrall (1pts)
Warwitch Siren (2pts)
Warwitch Siren (2pts)

The concept is simple:
I wanted to use the Kraken, my newly converted Bane Knights, and my brand new Gorman. I also though that making the coven as focus efficient as possible would be a blast. That is about as far as the list construction went, and It was really obvious as the day went on. My opponent, as I had mentioned, decided to take his now fully painted Retribution army for a spin.

Kaelyssa, Night’s Whisper (*7pts)
* Chimera (6pts)
* Banshee (10pts)
* Manticore (8pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Sentinels (Leader and 9 Grunts) (9pts)
* Dawnguard Sentinel Officer & Standard (2pts)
Lady Aiyana & Master Holt (4pts)
Mage Hunter Strikeforce (Leader and 9 Grunts) (8pts)
* Mage Hunter Commander (2pts)
Arcanist (1pts)
Arcanist (1pts)
Mage Hunter Assassin (2pts)
Mage Hunter Assassin (2pts)

I end up going first, and rolling the whole board forward. The Coven stay back a bit, Infernal Machine went on the Kraken, Granting him MAT 8 and Speed 7, and occultation went on the Bane Knights.
Turned out, He was just going to shell the Kraken with Backlash. He moved his Chimera up, tossed backlash on my Kraken, dropped harm in for good measure with A&H, and went to town with the mage hunters. He took out a decent chunk of the Kraken, enough to total any other Cryx jack, and landed 8 on the Coven through backlash. He rolled a bit on the low side. He popped his feat to protect his army, maneuvered his ‘jacks into position and called it a turn.
I upkeep infernal machine, and drove the Kraken into his guts, hoping to get at least someone to fail the check. Mage hunters, Sentinels, and A&H, however, defy my plan and all pass. The Kraken strikes out, killing Aiyana and a number of magehunters from both his claws and his Killshot. I sent the banes running pell-mell into the sentinels hoping to buy some time with Tartarus as backup in a safe position towards the center of the board. Both my arc nodes flanked out wide to provide threats for the next turn. With stealth on the Mage hunters and Banishing Ward on the Sentinels, I wasn’t getting a lot done that turn. I’d done some damage, but all of the Sentinels were still alive, as was the entire battlegroup and more. I popped my feat to hopefully mitigating some of the damage, and spent 6 focus to heal and prevent a backlash kill, if possible.

The Banshee, which I had failed to have any impact on, walked up to the Kraken and finished it off in three quick hits. Backlash had, thankfully, been left to expire. The mage hunters on the left flank piled in around Gorman and an arcnode, though unable to drop any real damage into them. The sentinels went, and killed the majority of my bane knights. I was confident that I’d reap back rewards with Tartarus. Then, using Kaelyssa, the manticore, and Holt, he cleared a couple more bane Knights to make an unexpected lane for the Mage Hunter Assassin to get a charge on Tartarus.
He causes terror. (rolls 8, passes)
He is Defense 13 (rolls 8, needing 8, passes)
Arm 17 w/ 8 wounds. (rolls 21 damage, needing exactly 21 to kill him)
Down went Tartarus, my only hope of salvaging the game, as a set of Sentinels had run to engage the other arc node when they’d charged the bane knights. He pushed the turn over to me.
Right. This one gets tricky.
Warwitch siren with puppet strings rolled over to spray the 5 mage hunters engaging Gorman and the Arc node. Managed to hit and kill all, without re-rolls. Amazing. That frees the arc node to then run (he had a broken cortex from the mage hunters, which we both forgot about. I would have had the Necrotech go fix him, but still) down the side of the army, with Ghost walk, in range of a Stygian Abyss to Kaelyssa. My friend reminded me of witch hound, but what am I to do at this point? I’m all in. His Banshee is in walking range, and Kaelyssa will just walk out of range if I spell her and don’t crit. So, I send in the banes to try and break the Banshee and fail, though I leave him with three wounds and its just as good. its good enough at this point. I activate my third coven member, and tossed Stygian abyss. boosted 9’s needed a 7 to hit, and prayed for a crit. The hit shows up, but the crit does not. I roll and do some damage, leaving her with 7. She moves up to engage me, negating my arcnode.
With little left but maneuvering and placing a Veil of Mists in to block charges from the Sentinels, I pass turn.
He Continued to take apart my army, killing one arcnode. He leaves the other with only movement and arcnode, and we remember the cortex this time. Everything but the Coven, one arcnode, and two of three Withershadow. Butt its all I got. Veil of mists, Ghost walk, boosted Stygian Abyss with a puppet strings into Kaelyssa. I need an 11 to hit her, but with the boost, I’m not afraid. Hit, but no crit. I need to roll a 9 at dice -2 for damage, to make her dead. Boost damage, and toss dice.
8.
4/3/1
A groan and a sigh of relief at the same time arose.
But! Puppet strings, I cried!
I will reroll the one, I declare!
I toss the die into the air, it lands with a clatter on the tabletop.
There is only one result that it ever could have been.

He starts his turn, and charges/walks his sentinels into combat with the poor Egregore.
5 weaponmasters.
And three fail, one at a time. The other two wail on the Egregore, but the damage is only enough to leave each witch with a HP or two left over. The rest of his army kills everything else I have. Now, at the end of their days, the coven is left to fight the Dawnguard Sentinels with only their knives.
And they are terrible at it.

It was a great game. Dice spiked and floored all over the place. There was more than enough craziness on both sides to make both opponents really enjoy themselves. In Hindsight, Kaelyssa might not be the best match up for the Coven, with Witch Hound, Banishing Ward, and Arcane Reckoning all in her arsenal. I’d try it again with a different list, same caster, I think. I’ll have to mull on it.

Read my second Battle Report Tomorrow!

Saturday before last I took a trip to the local store and played in a little three round tournament. I am the normal PG for the store, but as I’d recently had a baby, I hadn’t had a lot of time to play Warmachine, so I was determined to play.

It had been a while since I’d played, and I thought that the I’d built some decent lists. I was going in without Epic Asphyxious because I was sure people would be teching against him, and I thought my chances without him were greater than with him.

I brought the Following lists:

Faction: Cryx Faction: Cryx
Tier 3Tier 0
Goreshade the Cursed +5Pirate Queen Skarre +6
* Kraken19Leviathan9
Bane Thralls (Leader and 9 Grunts) 8Skarlock Thrall 2
* Bane Thrall Officer & Standard0Bane Knights (Leader and 9 Grunts) 10
Bane Thralls (Leader and 9 Grunts)8Bane Thralls (Leader and 9 Grunts)8
* Bane Thrall Officer & Standard3* Bane Thrall Officer & Standard 3
The Withershadow Combine 5Blackbane's Ghost Raiders (Leader and 9 Grunts) 9
Bane Lord Tartarus4Necrosurgeon & 3 Stitch Thralls 2
Necrotech & 1 Scrap Thrall1Satyxis Raiders (Leader and 5 Grunts) 5
Necrotech & 1 Scrap Thrall1* Satyxis Raider Sea Witch2
Pistol Wraith 3Pistol Wraith3
3 Scrap Thrall1Pistol Wraith3
3 Scrap Thrall1
3 Scrap Thrall1

I’d been 11-1 with Epic Goreshade, and Skarre was bringing along Incorporeal to make peoples lives miserable. ¬†The goal was to jam scenarios and flood the field with bodies, making making every choice of the opponent a painful one. Goreshade brought the Kraken for extra phantom hunter goodness, and I was ready to rock and roll.

The field was a tough crowd. There was only 9 of us, but we were all good. Locals Chris, Anthony and Phil had all won tournaments both locally and at nearby conventions. I’d tangled with Jason, Andy and Ryan both before and neither of them were pushovers. I knew that Curtis was a newcomer to the Area, but he’d been playing since the days of yore. The only person that I’d not played against or knew was a fellow I just referred to as Beard.

The Field was thus:
Phil and Me: Cryx
Anthony: Cygnar
Ryan: Mercs
Chris: Protectorate of Menoth
Andy, Curtis, Jason and Beard: Khador.

I knew it was going to be a long day. I’d been fighting Khador a long time, and its not my favorite fight.

I get paired up against Khador in the first round (surprise!) and Its Beard! Turns out his name is Paul. This is cool to me because I like playing against different people, as they tend to have different theories and ways of playing the game. I was stoked, and he had only one list. I figured I’d take Epic Goreshade on his first tour, as I was familiar and confident. Sadly, I’d just picked poorly, as he was playing Vlad. This allowed him to wind wall away my only shooting threat and make me one dimensional, as I’d forgotten to pack an arc node into the list. He also got to choose sides, and due to table setup one of these was in the way of the center of my deployment zone:

Gale Force 9 Badlands Plateau

It was massive, and blocked my everything, but, I felt it was part of the deal with playing the game, so I worked around it. I ended up loosing in part because of it, in part because I forgot how the game worked, and in part because I hate Khador. I did have him kill some 40 Bane thralls, but at the end of the day, the Greylord Outriders he had were more than up for the task. both the Kraken and Goreshade ended up not committing until very late, and that caused me to not gain points nearly fast enough. we were scoring at the same rate until he was able to stop me from scoring on his turn, and he won the game, fare and square.

I entered the losers bracket, and was ok with that. I was fighting for second with about 3 other people. I had take out 47 Army points, and scored 5 control points in the last game so my tiebreakers were awesome.

Instead, Jason crushed my soul at the top of turn 2. I got one turn in and BAM, Sorcha’d.

See, Sorcha ran turn 1 into a defensive position, and I had moved Scarre prematurely up 7 inches from her deployment zone. Turns out, one wind rush + charge + feat later, Skarre was Frozen in place. Eiryss followed, doing what she does, and stripped my 5 FOC camp, and did a damage or two. Winterguard Rocketeers then slid up, bobbing and weaving, and did their job, lobbing rocket into a frozen Skarre until she was little more than quivering flesh chunks. It was significantly disappointing, as I’d not only gotten rolled, I didn’t kill a single model on his side.

I started doing the math about who was playing who, and I realize that unless Curtis loses his match, I was going to get the bye with the worst record in the tournament. So guess what happens? Curtis Wins. I get the bye, and Don’t even end up with the worst record and get my tournament fee back so I can play a later tournament (a bye counts as a win! Yay!)

At the end of the day, I enjoyed getting out and seeing some good friends. I didn’t put up a good show, but I expected that. I have to knock the rust off of 6+ months of not playing competitive Warmachine. Fortunatly, I had friends coming over on the 28th.

Sadly, as you’ll soon read, that didn’t end well for me either!